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Mermaid? Merman? Mer Thingy?

Call him whatever, he's not very picky, :p

WIPs, breakdowns and notes down below!
Sculptris Pro's uber handy for switching quickly between trying out details/refined forms and defining larger chunky polygon shapes in isolated areas, like the tail fins on him for instance.
[Hehe, skipped a few steps on that one but there's a GIF with the whole step-by-step at the end of this post ;) ]
Usually I pose using the Transpose Master plugin, but in this case Deformer Soft under the Gizmo came in handy to shape his tail and torso in smooth flowing shapes without having to rely on ZRemesher. A couple less steps, saves time :D
Ah wireframes, I'm fairly certain the above image would make any modelling artist cringe, haha, but nonetheless I use these messy lines for interesting texture effects as I move into paintovers.
No BPR filters this time, :/ Just the standard shadow, AO and SSS settings I usually use.

And, as promised, here's the entire step-by-step of all the major tweaks from the basesculpt to the finished image.
See y'all on the next one! ^-^

ZBrush "Sketch" Shader | WIP No. "I lost track, -.-"

:/ I tend to start fiddling about with more technical stuff when I'm bored and nothing else holds my interest. Here's to that,
[This's an old sculpt based on a concept by Randy Bishop]
I've been trying to put together a ZBrush/Photoshop setup to render sculpts that look as if they were a sketch. This is 98% ZBrush, the other 2% being an adjustment layer in Photoshop to whack the image into an appropriate color space and value range.

Why even bother with this? Boredom as I mentioned above for one. The other reasons, eventually I'll likely use this as a render pass to comp on top of paintovers for some outline effects and such. The other use case would be when I need multiple drawings of the same thing from different perspectives. I reckon something like this would serve as a good starting point. All of that and just to see how much I can push my understanding of the uber versatile BPR system.

Anyways, stay tuned for the next post, I'll share the project files and breakdowns once I wrap things up with the notes and such. But if you're curious meanwhile, attached to this post is the custom MatCap I used, ^_^